Library of Metzofitz Wiki

0-Level Vitalist Powers (Talents)

Dazzle: Temporarily disrupt your enemy’s vision.

Detect Akasha: You can detect the presence of akasha and essence.

Detect Psionics: You detect the presence of psionics.

Disruptive Touch: Your touch staggers enemies.

Hinder: Cause your target to take a -1 penalty to a single attack roll, saving throw, or skill check.

Induce Pain: Deal 1d3 points of damage to a nearby creature.

Missive: Send a one-way telepathic message to subject.

Sense Poison: Detect the presence of poison in a creature.

Sicken Body: Cause a creature to be sickened for a brief time.

Vim: Gain 1 temporary hit point.

1st-Level Vitalist Powers

Absorb Dorje: Make a dorje part of your body, manifest its power as if it were a power known.

Accelerant: Coat a target in flammable gel.

Biofeedback: Gain damage reduction 2/–.

Collapse: You cause the target’s muscles to spasm, knocking them prone.

Detect Compulsion: You know if the target is controlled.

Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.

Environment Shield: Insulate target against hostile environmental effects.

Essence Defilement: Burn a creature's essence and weaken them.

Essence Infusion: Grant target one temporary point of essence.

Find the Host: Find the nearest dead, but not undead, body in range.

Involuntary Bodily Function: You cause the target to lose control of their bodily functions.

Mark of the Shroud: Mark a creature to know its condition and to extend its chance at being raised.

Memories of Flesh: Grant corporeal senses to an incorporeal creature.

Mind Palace: A moment’s reflection offers a bonus to your next roll.

Natural Healing: Heal 3 hit points of damage.

Reject Essence: Target that fails its saves has its essence burned and takes akashic damage.

Restore Essence: Target's burned essence is recovered.

Sense Link: You sense what the subject senses (single sense).

Shroudsight: Detect undead and incorporeal creatures.

Suppress Compulsion: You attempt to free a target temporarily from another’s control using conflicting signals.

Sunder Investment: Target's essence is forcibly uninvested.

Synesthete: You receive one kind of sense when another sense is stimulated.

Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.

Transfer Energy: Move charges from one technological device to another.

Veil Magnification: Target suffers a penalty when saving against your veils.

Veil Restoration: Restore a suppressed veil.

Vigor: Gain 5 temporary hit points.

2nd-Level Vitalist Powers

Accelerate Body: Target’s body acts as if a day had passed to either positive or negative effects.

Animal Affinity, Lanis’s: Gain +4 enhancement to one ability.

Arcanix Spellsieve: Increase the power of target’s casting or siphon some of the power of the spell cast.

Bastion: Temporarily bolster the abilities of an astral suit.

Body Adjustment: You heal 1d12 damage.

Body Equilibrium: You can walk on nonsolid surfaces.

Body Purification: You restore 2 points of ability damage.

Cleanse Body: Cure 1d4 points of temporary ability damage and remove fatigue.

Empathic Condition Relief: You relieve a target’s condition.

Empathic Transfer: Transfer another’s wounds to yourself.

Empowering Arcanix Aura: Gain bonus to saves against spells and gain benefits if you succeed on saves.

Energy Adaptation, Specified: Gain resistance 10 to one energy type.

Epidermal Fissure: Engorge a creature’s muscles, granting them +4 to Strength and Intimidate checks, but causing them to take bleed damage.

Essence Theft: Deal damage and burn target's essence, gain a temporary point of essence.

Heartbinding: Form a protective bond with another creature.

Memory Revelation: View a target’s memory or show them your memory.

Mental Mist: Cause affected creatures to believe they are surrounded by mist.

Preserve Psyche: Contain the mind of a recently slain creature so that it can be affected by psionic revivify.

Psionic Recharge: Grant charge to technological item.

Psychic Bodyguard: You make a target’s Will saving throws for it.

Resist Toxin: Your body becomes temporarily immune to poison.

Share Pain: Willing subject takes some of your damage.

Suppress Instinct: Temporarily make an animal immune to fear.

Suppress Veil: Suppress one veil.

Sustenance: Go without food and water for one day.

Sympathetic DrainSacrifice hit points to cause a target to lose an equal amount of hit points.

Tormenting the Living: Cause spirits to torment a living creature.

3rd-Level Vitalist Powers

Battlesense: Mental heads-up display allows for improved teamwork.

Captivity Bond: Target takes only nonlethal damage.

Caustic Retribution: Transform a creature’s blood into caustic fluid, allowing them to damage enemies they bleed on.

Caustic Transfusion: Transform a creature’s blood into caustic fluid without protecting them, dealing 2d6 damage per turn and fatiguing them.

Crisis of Breath, Kozak’s: Disrupt subject’s breathing.

Danger Sense: You gain +4 bonus against traps.

Dispel Psionics: Cancels psionic powers and effects.

Empathic Transfer, Hostile: Your touch transfers your hurt to another.

Empathic Understanding: All creatures within 30 feet understand each other’s language and intentions.

Endorphin Surge: You incite a rush of endorphins, augmenting your physical form.

Essential Block: Target cannot reallocate or burn essence, or has one receptacle blocked on a successful save.

Floral Alteration: Manipulate plant growth in an area.

Guarded Sleep: Subject’s mind is protected while asleep, and awakens in peak condition.

Hustle: Instantly gain a move action.

Malefic Metamorphosis: Distort a creature’s body with hindering transformations.

Mend Body: Heal yourself for 3d8 points of damage.

Mindscape Transcendence: Enter or exit a mindscape.

Quicken Rejuvenation: Restore a destroyed ghost.

Reconfiguration: Alter the functionalities of a mech or vehicle.

Resist Death: Gain protection against negative energy effects.

Respite of Sanity: Target ignores one madness or mind-affecting effect.

Sanguine Displacement: Teleport a creature’s blood away from its body, dealing 1d4 Constitution damage and possibly granting you temporary hit points.

Share Pain, Forced: Unwilling subject takes some of your damage.

Solicit Psicrystal: Your psicrystal takes over your concentration power.

Tactical Suppression: Prevent the target from using a specific feat, power, or skill.

Volatile Rejection: Force out the entity possessing a creature.

4th-Level Vitalist Powers

Aura of Decay: Creatures in area are more susceptible to ghosts. Objects begin to rot.

Cloned Twin: Create a copy of yourself and shunt your mind between your body and your clone’s.

Deathless Form: Target creature cannot die while affected by this power.

Empathic Feedback: When you are hit in melee, your attacker takes damage.

Energy Adaptation: Your body converts energy to harmless light.

Evade Burst: You take no damage from a burst on a successful Reflex save.

Immovability: You are almost impossible to move and gain DR 15/–.

Incite Passion: Suppress the target’s ability to understand logic.

Inertial Barrier: Gain DR 5/–.

Physical Acceleration: You move faster, gain +1 on attacks, AC, and Reflex saves.

Physical Rebirth:  Reverse the effects of aging on a single creature.

Psychic Drain: Touch attack drains 2 power points/level from foe.

Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.

Relapse: Reactivate a spell or power that affected the target within the past 24 hours.

Rewind Age: Temporarily ignore the penalties for aging.

Temporary Awakening: You grant manifesting ability to a single creature.

Wither: Cause the target’s muscles to lose their strength.

5th-Level Vitalist Powers

Adapt Body: Your body automatically adapts to hostile environments.

Atmospheric Generation: Generate a globe of controlled atmosphere.

Coded Resurrection: Return deceased soul to life as AI.

Incarnate: Make some powers permanent.

Leech Field: Leech power points each time you make a saving throw.

Manifest Veil: Shape a veil onto the target.

Mental Evolution: Alter a creature’s mental faculties, uplifting animals or devolving sentients.

Power Resistance: Grant PR equal to 12 + level.

Psionic Revivify: Return the dead to life before the psyche leaves the corpse.

Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.

Restore Extremity: Return a lost digit, limb, or other appendage to subject.

Soul Exchange: You switch souls with another creature.

Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.

6th-Level Vitalist Powers

Aura Alteration: Repairs psyche or makes subject seem to be something it is not.

Brutalize Wounds: Your target takes more damage than normal from wounds.

Cleanse Spirit: Restores level and ability score drains.

Defer Fatality: You avoid death through suspended animation.

Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.

Heal Injuries: Heal large amount of damage.

Instill Sentience: Grant self-awareness to an animal, plant, or construct.

Latent Programming: Place another power inside a creature’s mind, set to go off on a certain trigger.

Suspend Life: Put yourself in a state akin to suspended animation.

Trigger Power: Sets trigger condition for another power.

True Awakening:  You permanently grant manifesting ability to a single creature.

7th-Level Vitalist Powers

Barred Mind, Personal: You are immune to scrying and mental effects.

Bend Reality: Alters reality within power limits.

Crisis of Life: Stop subject’s heart.

Data Transfer: Move AI from one host form to another.

Energy Conversion: Offensively channel energy you’ve absorbed.

Immortalized Essence: Target's receptacles are treated as full, and their veils cannot be sundered or suppressed.

Soul Chorus: As metaconcert, except you draw upon the powers of dead creatures.

Oak Body: Your body becomes as hard as oak.

8th-Level Vitalist Powers

Barred Mind: Subject immune to scrying and remote viewing, and gains bonus to mental effects.

Body of Iron: Your body becomes living iron.

Coded Incarnation: Transform consciousness into an AI.

Retarget Power: Move an ongoing spell or power between two creatures.

True Metabolism: You regenerate 10 hit points/round.

9th-Level Vitalist Powers

Affinity Field: Effects that affect you also affect others.

Ardent Legion, T’Nail’s: Summon members of your collective to your side.

Assimilate: Incorporate creature into your own body.

Fusion: You combine your abilities and form with another.

Interplanetary Psychoport: Psychoport between planets.

Psychic Chirurgery: You repair psychic damage or impart knowledge of new powers.

Reality Revision: As bend reality, but fewer limits.

Regenerative Aura: Heal all creatures within range for 25 hit points per round.

Timeless Body: Ignore all harmful, and helpful, effects for 1 round.